From S&T 73
ARMADA
S&T 72 Game Errata
The problems with Armada are a result of an inexperienced developer
working under insufficient supervision. Our apologies for such prolific
hindsight, and assurance that we will work to eliminate such confusion
in future games [Ed.]
The Walloon (Spanish) Barge units (0-20-10's) should have the two dark
stripes indicating they are Shallow-Draft oared units. Note: On some
countersheets, these units have the appropriate stripes; on others, they
are bereft of any stripes.
The Activation Values for Corunna and Santander should be 10 (ten)
rather than the values printed on the map.
(suggestion) The Activation hexes mentioned in Case 5.1 should be
clearly labelled with the first letter of their nationality on the map
(Example: A "G" in hex 3016). The Activation Tracks should have the hex
number of the City in addition to the City name written next to it. The
above notations have been found to greatly facilitate play during
post-publication testing.
The small sea Area comprised of hexes 0523 through 0526 and hexes 0623
through 0626 is incorporated into a larger sea Area which also includes
hexes 0716 through 0724 and hexes 0815 through 0824. The prevailing
winds remain Southerly. On the Terrain Key, the values in a City hex
should be identified as (to the left of the slash) the Victory Point
Value, and (to the right of the slash) the Activation Value.
[11.6] (correction) Delete the "Victuals (transported land unit)'' row
on this table. Additionally, the "Victuals (naval unit)" row should read
''Victuals(Fleet/Armada)" instead.
RULES
[2.1] (clarification) The sentence beginning on the fifth line should
read "The Spanish Player controls the Spanish, including Italian,
Walloon, Burgundian, and German units''.
[3.1] (addition) Each city hex on the game-map contains two numbers,
separated by a slash; the first number is the Victory Point Value (see
Case 17.1) of the City, and the second is the Activation Value (see Case
5.32). A city hex is any hex containing a name and two numbers (as
above). A port hex is any coastal city hex containing a port symbol (an
anchor). A fortress hex is any city hex containing the fortress symbol;
a fortress port is any port containing the fortress symbol.
[3.2] (addition) Units with a single dark stripe across the lower
portion of the unit counter are Shallow-Draft Sailing naval units; units
with two dark stripes across the upper and lower portions of their
counters are Shallow-Draft oared naval units; and naval units without
any dark stripes are Deep-Draft Sailing naval units.
[4.2] (correction) The Players receive their second year revenues at the
end of the Joint Activation Inter-Phase of Game Turn 9, not during the
Acquisition Phase.
[5.1] (correction) The second sentence of this rule should read: The
Activation Tracks are divided into sections called slots, each of which
corresponds to a particular city, activation hex or area, and each of
which is divided into four numbered boxes (Exception: Non-port cities
and other activation hexes or areas only have one box).
[5.25] (clarification) Eliminated Spanish units of all nationalities (e
g, Italian, German) may be reactivated, but eliminated Spanish Ally
units (e.g, Scottish Catholic, Irish Rebel) may not be.
[5.29] (clarification) Normally units are activated in city hexes.
However, units activated in the Prostestant or Catholic Netherlands, or
in Germany, may appear in any one of the hexes in the Protestant or
Catholic Netherlands, or Germany, as listed in Cases 5.27 or 5.22, or
5.21 (respectively). Additionally, units can be activated in specific
non-city hexes--see Case 5.21 and the Spanish Activation Tracks.
[5.32] (correction) The total number of the Naval Combat Strength Points
on a city's Activation Track may not exceed the city's Activation Value
(the second number in the city's hex). Exception. see Case 5.54. Note:
The "Combat Strength" of a Walloon Invasion Barge is considered to be 4
for Activation and De-Activation purposes only.
[5.53] (correction) The first sentence should read: A Player may
De-Activate naval units in any Friendly or currently Friendly-occupied
Enemy port.
[5.54] (correction) If a Player owns too few ports to comply with the
restrictions of Case 5.53 above, he may De-Activate naval units in
excess of the Activation Values of the ports. In this case, the Player
must distribute the excess De-Activated units as evenly as possible
among his ports.
[6.0] (addition) Second Paragraph, Fourth Line place at end of sentence
"(see Case 6.5)" .
[6.11] (clarification) In other words, if the Player begins a unit's
movement moving with the wind and later changed the unit's direction so
that the unit is moving against the wind, two rolls on the Wind Effects
Table are made: one on the ''With" column and one on the "Against"
column If a unit began moving against the wind, however, and changed
direction to move with the wind, only one roll -- on the "Against"
column -- would be made on the Wind Effects Table.
[6.16] (addition) There are two different sections on the Wind Effects
Table; one section is to be used during the April through September
Game Turns, and the other during the October and Winter Game-Turns (see
Case 6.8, Wind Effects Table).
[6.21 (correction) The fourth line should read " . . . coastal hex and
may move into any adjacent coastal hex(es). A naval unit utilizing
coastal movement must move entirely through coastal hexes".
[6.3] (clarification) In other words, the ''cost'' in Transport Points
to carry a land unit over water is equal to the land unit's Combat
Strength.
[6.33] (change) The total Combat Strength of the land units transported
by a stack of naval units may never exceed the total Transport Capacity
of the naval units. Should the Transport Capacity of the transporting
stack be reduced below the total necessary to carry the land units
(either through combat or Wind attrition), land units must be removed
(or suffer step losses) until the total land Combat Strength is less
than or equal to the new Transport Capacity.
[6.5] NAVAL INTERCEPTION (Replaces original Case) Whenever a naval unit
is moved to within two hexes of an Enemy naval unit, the Non Phasing
Player may attempt to Spot the moving naval unit with one of his own
units. The Non Phasing Player rolls the die: if he rolls a 1 or 2, he
has failed to Spot the moving Unit; if he rolls a 3 through 6, he has
Spotted the moving Unit. If a naval unit Spots a moving unit, the
Non-Phasing Player may elect to Intercept the moving unit .
[6.51] A Non-Phasing Player may only make one attempt to Spot a moving
Enemy unit per hex the unit moves.
[6.52] A unit remains Spotted only as long as it remains in the hex in
which it was Spotted.
[6.53] At any point in the Movement Phase, the Non-Phasing Player may
elect to Intercept a Spotted Enemy naval unit. When a Player chooses to
Intercept an Enemy unit, he must move all Friendly units within two
hexes of the Spotted unit to a single hex adjacent to the Enemy unit.
[6.54] Only one Interception may be made per Enemy Movement Phase by any
given unit or stack .
[6.55] Units Intercepting a moving unit must attack that unit during
the Phasing Player's Combat Phase (Exception: Cases 6.57 and 6.58). The
Non Phasing Player is considered the attacking Player for this combat.
[6.56] An intercepted unit must immediately cease movement in the hex in
which it is Intercepted .
[6.57] Deep Draft units without Munitions may not attack during
Interception. They may be involved in an Interception with other units
that do not Intercept an Enemy unit.
[6.58] Shallow Draft units may not attack during Interception. They may
be involved in an Interception with other units that do Intercept an
Enemy unit.
[7.0] PROCEDURE: (correction) The second sentence should read: He rolls
a die to determine whether he Disengages (see Case 7.4); if he
successfully Disengages, the combat ends. ((Rest of rule as printed)).
(addition) A given stack of units may only be attacked from one adjacent
hex. If a defending stack is adjacent to 2 or more stacks of Enemy
units, only one of the Enemy stacks may attack .
[7.11] (clarification) Change third sentence to read " . . unit in
combat: oared ships and invasion barges never receive a Wind Bonus."
[7.12] (clarification) This can occur only when the two stacks involved
in the combat are in different wind areas.
[7.3] LIMITATIONS ON NAVAL COMBAT (Replace existing Case)
[7.31] When Deep-Draft and Shallow-Draft units are stacked in the same
hex, only the Deep-Draft units may be attacked. Once all Deep-Draft
naval units are eliminated, the Enemy Player may attack the remaining
Shallow-Draft units. However, if there are any excess Step Losses after
the last Deep-Draft naval unit is eliminated, the combat result is
fulfilled by eliminating Shallow-Draft steps.
[7.32] Shallow- and Deep-Draft units in the same hex must attack Enemy
units in an adjacent hex separately. Exception: see Case 10.4.
[7.33], [7.34] and [7.35] remain as printed.
[7.4] (addition) All units in a stack Disengage as a stack, regardless
of which units are being attacked (see Case 7.31).
[7.43] (change) A stack of Spanish naval units containing at least one
Deep-Draft naval unit Disengages only on a roll of 5 or 6.
[7.44] (change) Any stack of English naval units disengages on a roll of
4 through 6.
[7.51] (clarification) Although a Friendly naval unit may enter an Enemy
port which is not occupied by Enemy naval units, an Enemy port is
captured only if occupied by Friendly land units.
[7.55] (correction) Naval units may never capture a city; only land
units may capture cities.
[8.14] (change) Dutch land units may not move or attack out of the
Netherlands; they may operate freely within the Protestant and Catholic
Netherlands .
[8.15] (clarification) German units may, however, attack or move into
the Protestant Netherlands from the Catholic Netherlands.
[8.16] (change) ((Delete the rule as written)). Scottish units
(Protestant and Catholic) may only move and attack within Scotland and
England.
[8.19] (addition) Land units which disembark from naval units may move
and engage in combat in the Game-Turn in which they disembark.
[9.0] GENERAL RULE (clarification) A stack of defending units may only
be attacked from one adjacent hex. If a defending stack is adjacent to
two or more Enemy stacks only one of the Enemy stacks may attack the
defending stack .
PROCEDURE (addition) (becomes second to last sentence): As a result of
combat, units may be forced to take Step Losses. See Case 3.2.
[9.12] (addition) Land units on the Catholic or Protestant Netherlands
Activation Track are destroyed only if all of the hexes listed in Cases
5.22 or 5.27 (respectively) are occupied by Enemy land units. Units on
the Lorraine Activation Track are destroyed only if hex 2918 is occupied
by Enemy units.
[10.0] GENERAL RULE (change) When a stack of land units, or a stack of
naval units in a fortress port hex (only) is attacked by Enemy units,
the owning Player of the attacked unit(s) may, instead of receiving the
attack, elect to have his units enter siege instead. The attacking units
are moved into the defending units' hex, and the combat is over--
neither side suffers any losses. During subsequent Combat Phases, either
Player may have his units engage the other's units in combat (see Case
10.3).
[10.13] (change) Units under siege in a port or a fortress port hex
which are besieged exclusively by land units, or exclusively by naval
units, may undergo siege indefinitely.
[10.14] (addition) The besieging Player may bring naval units into a
non-fortress port only if there are no Activated Enemy naval units in
the port. The Besieged units in the non-fortress port are eliminated at
the end of the Friendly Land Combat Phase two Game-Turns after the
Besieging naval units entered the hex. Thus units in a port hex besieged
by both land and naval units do not undergo siege indefinitely.
[10.15] (correction) The Besieging Player may bring naval units into a
fortress port (only) despite the presence of Enemy naval units. ((rest
of rule as printed)) .
[10.23] (addition) Besieging naval units in a fortress port hex under
siege do not have their Combat Strength doubled. Besieging naval units
in a non-fortress port hex do not have their Combat Strength halved.
This is an exception to Case 7.52
[10.33] (clarification) Units under Siege may be attacked by the
Besieging Player. They may not refuse combat (as they did originally by
entering Siege) by undergoing Siege again.
[10.4] (addition) SPECIAL SIEGE COMBAT RULES
[10.41] Relieving units are not considered to be stacked with the same
Player's units under Siege, even though they must be in the same hex.
[10.42] At the end of any Turn (during the Maintenance Phase) that there
remains a relieving, besieging and besieged unit or units in the same
hex, the Player owning the besieging unit(s) must retreat the besieging
unit(s) out of the hex immediately The siege is broken and the besieging
units are free to either initiate siege once again or do combat in the
next appropriate Phase
[10.5] EFFECTS OF SIEGES
[10.51] Units under siege may be Activated or De-Activated. However,
units under construction may be advanced along their respective
Activation Tracks while their hex is under siege.
[10.52] Land units under siege may not embark upon naval units to escape
siege.
[10.53] If the besieging Player wishes to break off the siege for any
reason other than that mentioned in Case 10.42, he must retreat the
(previously) besieging units into the hex from which he initiated the
siege.
[11.0] (correction) There is no Financial Phase. When the Financial
Phase is mentioned, read "Joint Activation Phase" GENERAL RULE
(addition) The English and Spanish Treasury Tracks are printed on the
game-map. The Players use these and the Treasury Markers (see Case 3 22)
to keep track of the number of Ducats contained in their respective
Treasuries.
[11.1] (correction) Delete the second sentence.
[11.11] (omission) Add after the last sentence: "Exception: If the
Spanish Treasure Fleet is eliminated by Wind Effects, the English Player
does not receive the 500 ducat award." (correction) Fourth line should
read "Upon destroying the Spanish Treasure Fleet in either 1587 or 1588.
. . "
[11.13] (addition) The Spanish Treasure Fleet is placed on any hex on
the Western mapedge during the Joint Activation Inter-Phase. It may be
moved normally in the succeeding Spanish Naval Movement Phase, unless
eliminated by English attack.
[11.14] (addition) The Spanish Treasure Fleet enters in either the June,
July or August Turn of 1587.
[11.24] (convenience) The English Player pays maintenance costs for
English units only (all deep red units). The Spanish Player pays
maintenance costs for Spanish, German, Walloon, Burgundian and Italian
units only (all green/brown and deep yellow units)
[11.3] (change) Change "De-Activate 1/3 of all Friendly land units" to
''remove 1/3 of all Friendly land units from the game-map."
(clarification) If a Player cannot De-Activate all his naval units in a
home port because the Activation Value of the port is not large enough
to accommodate the naval units as many naval units are De-Activated as
possible, and the remainder are eliminated.
[12.0] (correction) All references to Cases 12.13 and 12.14 should be to
Cases 12.11 and 12.12-- the sections are misnumbered.
[12.11] (change) Delete the section of the rule after the comma.
[12.12] (correction) Replace "and if all units involved possess the same
number of Victual and Munition Points" with "the combined fleet will
have as many Victual and Munition Points as the fleet with the lesser
number of such Points.''
[12.22] (correction) Delete this rule. (12.23 now becomes 12.22).
[13.2] (change) Delete Cases 13.21, 13.22, 13.23, and 13.25. Case 13.24
becomes Case 13.21, and add:
[13.22] (addition) If a Fleet/Armada containing Deep-Draft naval units
in an all-sea hex must be Victualled, one Victual Point must be expended
by the Fleet/Armada. (clarification) The first line should read "A
Deep-Draft naval unit in any coastal hex . . . "
[13.26] (addition) When De-Activating a unit, any Victual Points
associated with that unit are forfeit .
[13.34] (addition) When De-Activating a unit, any Munitions Points
associated with that unit are forfeit.
[15.31] (addition) Exception: The Spanish Player may construct naval
units at the ports of Malaga, Cartegena, Valencia and Barcelona.
[15.33] (addition) Players may repair units, Activate land units,
advance units along the Activation Track and purchase Victua1 and
Munitions Points during Winter Turns.